I’ll try your idea, but why did you delete it?
Oh? You already read it?
I just realized you mentioned that you didn’t want additional objects and stuff so I deleted the whole thing…
I don’t know how to undo the deletion, but I was able to copy from the edit history. I guess I might as well paste it here if it might help anyone:
Uh, I sort of have an idea, maybe.
I’m thinking maybe a partner object thing.
Like if you have a wall object. Give it an invisible “blocker” object and link them.
The blocker object would be placed in front of the wall. Or maybe adjust the collision boxes in such a way that colliding in front of the wall would only hit the blocker’s box while a collision from behind would only hit the wall’s box.
The wall would allow the car to pass through. But the blocker wouldn’t.
If the car hit the blocker, it stops. But if the car hit the wall, the blocker is teleported to some distant “storage” location. Thus allowing the car to pass right through.
The blocker is teleported back when the car has cleared the wall.
So yeah, I was thinking it might be kinda what Keith has been doing about those multiple objects stuff mentioned in his reply, but idk… Anyway, and it’s probably not what you were looking for, but for what it’s worth, there it is.
No, your idea I think it is good. I just meant that I don’t want to add too many things. Two things are okay, but because previous suggestions suggested that I add more than two things which seemed too much for a simple collision.
I’m going to try it when I reach home.
Okay cool. Hope it turns out well.
It worked, but…
Showcase
THE PROBLEM:
Thicker wall will not let slow objects cross, even if they should.
Workaround:
Thinner wall! (the problem still persists, but now only for very slow objects…)
Thanks, @Levio
Oh hi! Nice that it works.
I’ve been thinking it over actually and there’s one other issue I thought might occur with the initial process… If one car clears the blocker but stops while still in collision with the wall, other cars might be able to exploit the opening.
Or that might also be kind of what’s going on in your video, or a variation or something.
I was thinking that the solution might be to use an object variable for every car.
Each car would have a boolean variable say, “pass” set to false. When a car hits a blocker, it checks the variable. If false, it shall not pass.
But if it hits a wall, variable pass is set to true. This will then let it pass through the blocker.
Variable is set back to false once the wall and blocker are cleared.
This way the blocker doesn’t need to be teleported and the cars will be checked individually.
The conditions are set up in a way that only allows cars that touch the detector to pass.
No need for over engineering!
Look at the showcase GIF, you’ll notice the thing on the left can’t pass even though the thing on the right was touching the detector
Yeah, I was wondering about that. If a car is right at the detector, the blocker should have been sent off… Not quite the issue I was anticipating. lol.
I’d like to try test it myself but I’m away right now. Maybe a week or so before I could get back.
Or another thought, it might be that the slow car has already cleared the detector and the blocker snaps back while the car is still in the blocker’s designated location. The car then gets trapped right in the middle of the blocker. Yeah I guess that’s plausible. Other than that, I don’t know…